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#Not Chris Bratt from Eurogamer
mozillogames · 7 years
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Guardians of the Galaxy Vol. 2 Can Be a Little Grootutious
I’m so glad I thought of that title, time to start drinking.
Guardians of the Galaxy Vol. 2 is a pretty decent film to say it has literally no plot. That’s how I describe it to everyone and you can’t stop me. Hitting the funny bone once again, the sequel to Guardians of the Galaxy proves to be strong in a fair few aspects, if not lacking in any real purpose, other than having more jokes.
Now I was rather worried going into Guardians of the Galaxy Vol. 2, when you’ve seen how much of an international merchandise gold mine baby dancing Groot became anyone would be worried that nearly every scene would involve some form of dancing twig. I felt that my fears were well founded when the very first scene is just that, a small child Groot dancing around to even more 70s tunes. The joke here is that while the titular guardians are fighting some dimensional hell beast we watch Groot dance around with not a care in the world while you watch enough CGI action that vaguely takes place that there’s probably a CGI artist that spent weeks working on it and practically no one actually saw it, I feel sorry for you buddy.
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Fret not though, as far as I’m aware, having watched the film twice now, that was the only moment that Groot dances, in fact, Groot takes more of a back seat in this film, as it is sort of hard to write a child into an action film, and have them take part in all the action. Children just shouldn’t be murdering, or something. Instead Groot is mostly just raised by his three dads and one mum, one of his dads is also a raccoon, or trash panda.
The film had some entertaining writing in it. If you liked the first film, then the jokes are like that again, fun, dumb and zany. The first time I watched Guardians of the Galaxy Vol. 2 I was cracking up with laughter throughout, the second time not so much, but I still had a hearty guffaw once or twice. It’s rather hard to talk about comedy when it’s good without almost ruining it.
Overall, Guardians of the Galaxy Vol. 2 once again proves that the best way of doing a superhero film isn’t whatever the heck goes on in any of the Avengers films, or Spider-Man, fuck Spider-Man. I’m going to reiterate my previous point made in my Logan review, a lot of superhero films comes across with the smug pop culture references seen in The Big Bang Theory. The jokes are as simple as Iron Man telling Thor to get on Tinder. It’s hilarious because you know what a Tinder is, that’s the joke. Tinder. Instead with Guardians of the Galaxy, it doesn’t lay it on too thick with the pop culture references, even though that’s literally one of the characters. That’s what he does, he makes references to Earth culture that literally no one else gets. But the jokes tend to revolve more around the mutual hatred for one another within the Guardians themselves, it’s the level of banter that you may remember from your time as a British teenager or from The Inbetweeners, although not nearly as awkward to look at.
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Oddly the one who really stole the show this spin around the galaxy was Dave Bautista. Drax has found a new place in the world going from being a man set solely on war and fighting to a man set almost mostly on fighting but seemingly more so in just having a good time. He’s got a newfound joy for life that seemingly revolves around laughing heartily and still not wearing shirts. And his laughing is infectious, just at how large it is.
There’s plenty of enjoyment in Guardians of the Galaxy Vol. 2 but there’s little to no story. Remember back to 2014 with Guardians of the Galaxy, remember how there was like, direction and motive. The characters cut a path through space as they got to their goal. In the sequel the characters just bum around a planet for pretty much the entire thing. Not really doing anything other than cracking jokes at one another. The main issue for this is that the film is basically Chris Pratt’s origin story, or at least Starlord’s one. The rest of the characters awkwardly stand around not knowing what to do while Chris Pratt has an awkward father son bonding moment for most of the film, and then has a big fight for the rest.
I’ll be lying if I said that some parts of it didn’t exactly feel forced. The incorporation of the music felt significantly more forced than previously, with characters specifically asking for music to be put on for the upcoming murder montage, some aspects worked well, but at the same time I felt it felt like music because the series is known to use sweet 70s vibes. Then you’ve got a whole bunch of post credit scenes that are definitely NOT worth watching. It was entertaining the second time round watching my friends slowly watch the ending sentiments be destroyed by obscure references to Marvel. Let’s keep in mind that Guardians of the Galaxy was originally pretty obscure, it’s why the film was made in the way that it was originally, now you’re referencing no name things from that? Man, they were pointless and boring, don’t stay around for the post credit scenes, just enjoy the ending as is.
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On that train of thought though, is it bad that I felt more feelings at the end of Guardians of the Galaxy Vol. 2 than I did for Logan? Possibly, but the vague themes of family and fatheryness are more than enough to get the water works slightly going and there are some genuinely touching moments throughout the film, just a shame that there’s no plot, eh?
Remember Thanos? Remember how he’s like, the big bad for the Marvel Cinematic Universe? What happened to him? He’s mentioned twice in this film and is again just forgotten, like a fart on the road. I’m sure he’ll be in Avengers Infinity War, ironically “Infinity War” is a good way of describing the MCU in of itself, so there’s that.
Oh, yeah, Guardians of the Galaxy Vol. 2, it’s alright. It’s kind of funny, but suffers from a lack of movement in the story and doesn’t exactly do anything new compared to the original film. Focusing more on the comedy side of things works for a spell, but ultimately leaves it to rapidly be forgotten by time and space, also fuck Stan Lee.
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sixthhokage1 · 6 years
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No, Eurogamer, Nintendo didn't sell a ROM downloaded from the internet.
No, Eurogamer, Nintendo didn’t sell a ROM downloaded from the internet.
In the wake of Nintendo’s lawsuit against LoveROMs and LoveRetro and the subsequent closing of ROM downloads from EmuParadise, I saw an article from Eurogamer from early 2017 crop back up. A part of the site’s “Here’s a Thing” video series by Chris Bratt, the article’s headline poses the question “Did Nintendo download a Mario ROM and sell it back to us?” The conclusion drawn, quoting Bratt from…
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1-5 and also 30 if you'd like?
1. if someone wanted to really understand you, what would they read, watch, and listen to?~ I would say you’d probably need to read my stories. They reveal much more about me than any book, television show or album ever could.
2. have you ever found a writer who thinks just like you? if so, who?~ I wouldn’t say so, no. One of the beautiful things about writers is that our minds all work so differently. We take influence from everywhere and make it our own style.
3. list your fandoms and one character from each that you identify with.~ I don’t know if I’d say any of my fandoms have characters, per se. My fandoms are more based around bands or YouTube channels. 
-So I guess I’d say Mikey from 5SoS because we have the same sense of humor, enjoy many of the same hobbies, that text string to Crystal about the mouse is ME, and we both obsess over Calum Hood to an unhealthy extent.
- Eurogamer’s video team had a member who left a couple months ago named Chris Bratt, aka Bratterz, and we were very in sync on a lot of things.
- OxBoXtra has a D&D series and Ellen plays a character named Merilwen, who is an elven druid. She’s the most mild-mannered of the bunch, and probably the only one genuinely on the good end of the alignment chart, but she will wreck people’s shit if she sees injustice happening. #Merilen’sMeatGrinder
4. do you like your name?  is there another name you think would fit you better?~ I don’t particularly like my name, no. That’s mostly due to it being one of the most popular names the year I was born, meaning that I was awash in a sea of Ryans growing up, and it was very easy to get lost in the crowd. I went by my middle name in middle school, then some nicknames, and eventually my last name for the last several years I was in school. I’ve never found a name that really suited me, though, so I don’t think there’s necessarily a better one out there. That said, I do have a name I’m going to go by come the inevitable trump-induced apocalypse, and it’s a mononym.
5. do you think of yourself as a human being or a human doing? do you identify yourself by the things you do?
~I’ve never even seen the phrase ‘human doing’ until this set of questions. I suppose, in some respects, I could consider myself that, though. I’m a writer, and I’m a helper, and I’m a husband. I’m a person defined by my connections to people, past and present.
 30. pick one of your favorite quotes.
~ It’s actually one that I paraphrased in ANbaHD:
“The past doesn't define who you are, it just gives you the starting point of who you're going to be.” - Agent Carolina, Red V.S. Blue
I, more than many people I’ve known, have spent a lot of time dwelling on my past. I let it define who I am and how I saw myself for a very long time. I let it shame me or scare me into not doing things I’ve wanted to do. I let my past dictate my future, and I let it shape the way that I see myself. I let it make me hate myself so many times in so many ways.
It took me a long time to really start working on that, but this quote, when I heard it the first time, shook me to my core, because it wasn’t something I’d ever really thought about.
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Update Logs
03/18/2017:
I did a PC Gamer interview with Wes Fenlon at GDC this year. There should be additional part(s) that I'll link to as they are posted. Here's the panel I was on at GDC. We have little missions for groups of squads, and they can leave the map now. The current possibilities are rescue missions for kidnap victims, artifact recovery missions, and generic raids if you just want to start trouble. There are myriad issues to sort out, as expected. I'll let you know if anything amusing happens!
03/26/2017:
Here are the additional parts of the PC Gamer interview: part 2 and part 3. Working out the various raid issues. We anticipated there'd be lots of problems with suddenly sending a bunch of fort-involved citizens off the map, and there have been. Dwarves electing new expedition leaders when you send your current one away for a few days, lots of that sort of thing. I've successfully started a war with a nearby human civilization, so that's definitely in for next time, if you want to be unneighborly. I have yet to recover an artifact or a kidnapped child, but we should be there soon!
04/05/2017:
We rescued our first child! The seven dwarves are now caring for Obol, a four year old human they found in the goblin pits. An impressionable child, she inherited the goblin ethics of valuing power over others and her personal dream is to take over the world. I'm sure it'll be fine. I'm balancing out abstract equipment strength numbers and working more with the post-worldgen raid/battle code, since it wasn't really geared toward smaller numbers of well-equipped player dwarves fighting at sites. That'll merge in with the reports they give when they return, which is the next project.
04/12/2017:
Now, on top of the rescued prisoners, we've finally got our first artifact "retrieval", though it wasn't mine. So I guess it was stealing. Bad dwarves! I sent three of them to sneak into a human town, and they brought back the sanctified skull of the first priest from the moon temple as well as a perfect gemstone from the lord's castle... when my heroic soldiers got back they just pitched the skull on the ground (ongoing issues!). I also cleaned up additional new problems with the noble/military screens, and an issue that came up with assigning museums as sub-rooms of taverns/temples, etc.
04/20/2017:
It was a hectic-not-DF-wise week with city trips and family visitors, so there's not much to report. Continuing to handle fort expedition problems, and started a bit on the random promises list, with some XML additions as well as making the next release a little easier on utility makers in terms of finding global variable addresses. There are still four unresolved expedition issues, but then hopefully we can get started on fort artifact diplomacy! Chris Bratt of Eurogamer made a video regarding the cat tavern bug. That page also includes the longer audio interview. Dan Pearson of Eurogamer (who interviewed me last year) also posted a DF article.
04/27/2017:
The main highlight this week is the post-mission report screen. When your dwarves come back, they give you a new sort of report that you can view at your leisure from the 'r'eport list. We based the report viewer more or less on the flight/sub sims we played a long time ago, where you get the exact path of your dwarves unfolding on the world map as time advances uniformly, and it gives you historical events as they come on the side, including who they are tangling with during site raids and what happened. The dwarves do seem to be engaged in some buggy jumps on to islands as short cuts, and we'll try to sort as much of that out as we can, but I'm sure this new level of visibility is going to be a cornucopia of bug-fun after the release. In any case, we're ready now to switch over to fort mode diplomacy for next month!
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nuclearmonster · 6 years
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Nootropics Are Bullshit
Eurogamer’s Chris Bratt has a great investigative article and video on the bullshit around supplements. Specifically one that targets people playing games. It’s called GodMode and it is a “nootropic” from Scott Miller, yes the one that used to work for Apogee and 3D Realms. Here’s part of Chris’ interview with Scott, where Scott goes off the deep end: “If you read the books that doctors have to…
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entergamingxp · 4 years
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Assassin’s Creed Valhalla’s Viking rap battles sound like Monkey Island’s insult sword fighting • Eurogamer.net
Even EIVOR they smell your breath?
Assassin’s Creed Valhalla has Viking rap battles – and they sound more than a bit like the insult sword fighting from The Secret of Monkey Island.
In a Twitter video, Assassin’s Creed Valhalla creative director Ashraf Ismael revealed the game’s flyting feature.
Viking rap battles, you say? @AshrafAIsmail will get you up to speed on how this all-new feature works in Assassin’s Creed Valhalla.#AssassinsCreed #ACFacts pic.twitter.com/WB9BEYO0yC
— Assassin’s Creed (@assassinscreed) May 22, 2020
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Here, someone may challenge the game’s protagonist, Eivor, to one of these battles, and the player is presented with multiple choices of response. “You have to find the right one that matches the insult, the one that has the right rhythm,” Ismael explained.
This flyting feature is based on history, Ismael insisted. The Vikings and the Anglo-Saxons would rhythmically insult each other for the cheers of the crowd around them over a few drinks in the local mead hall. Apparently Odin destroyed Thor in a Viking rap battle one time.
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It sounds remarkably similar to the insult sword fighting feature in LucasArts’ wonderful point-and-click adventure game The Secret of Monkey Island. Here, series star Guybrush Threepwood gets stuck into some good old sabre rattling my firing off insults. Pick the right retort for each insult, and you’ll win the fight.
For more on Monkey Island’s insult sword fighting, check out the video below by ex-Eurogamer producer Chris Bratt.
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Back to Assassin’s Creed, and Ismael teased “you gain something out of it” regards Valhalla’s Viking rap battles. What, though, we don’t know. Hopefully it’s more than rubber or glue.
from EnterGamingXP https://entergamingxp.com/2020/05/assassins-creed-valhallas-viking-rap-battles-sound-like-monkey-islands-insult-sword-fighting-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=assassins-creed-valhallas-viking-rap-battles-sound-like-monkey-islands-insult-sword-fighting-%25e2%2580%25a2-eurogamer-net
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vitt74 · 6 years
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Eurogamer says farewell to Chris Bratt
Eurogamer says farewell to Chris Bratt
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About three and a half years ago, when we were looking to expand Eurogamer’s video team, Wesley and I had lunch in a pub in South London with a young man called Chris Bratt. We knew him from videosin which he would play a confused and adorably awkward stooge to the comic creations of VideoGamer’s Jim Trinca. The man we met was confused and adorably awkward, but also passionate,…
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symbianosgames · 7 years
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a great GDC video about storytelling in Slime Rancher, the surprising plot of Human Head's canned Prey 2, and a 'design deep dive' into mobile standout Card Thief.
After being a bit thin on the ground in recent weeks, pleased to see that videos again make up about half of the picks for this week's VGDC. One of the points of curating this newsletter is to look beyond Let's Plays (although I've been very much enjoying BaerTaffy's Dead Cells playthroughs!), and so the larger, more contemplative analysis videos only pop up every few weeks. And at once, apparently! If you have YouTube channels that you think I'm missing, hit me up, and otherwise - enjoy the picks again.
- Simon, curator.]
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Writing The Next Dragon Age (Tom Phillips / Eurogamer) "Last September, Fallen London and Sunless Sea creator Alexis Kennedy announced his signing to a mysterious BioWare project - one which would see him working alongside Dragon Age mastermind Mike Laidlaw and lead Dragon Age scribe Patrick Weekes. To BioWare watchers, it was obvious what project the writer was joining."
Do Games Still Need Experience? (HeavyEyed / YouTube) "Experience Systems are one of the cornerstones of gaming, but has the medium outgrown them? Let's talk about it."
'Far Cry 5' Is About Living Under Fear in America (Austin Walker / Waypoint) "Pressure. Dan Hay, creative director and executive producer of Far Cry 5, is standing in front of a TV displaying the word pressure, written out in all caps. PRESSURE. He's telling a room of games journalists about the game he's wanted to make since the 2008 recession, one that engaged with the rise of rural, American militias during Obama's presidency."
Blizzard on hero design, balance, and the future of Overwatch (Bo Moore / PC Gamer) "Overwatch is currently celebrating the anniversary in-game with a three-week commemorative event, featuring 11 new legendary skins, three new arena maps, a handful of balance changes, and a pile of other cosmetics. To mark the occasion, we chatted with game director Jeff Kaplan and principal director Geoff Goodman about the past, present, and future of Blizzard's mega-hit FPS."
Love, Peace, Revenge, and Crowdfunding: Keiichi Yano Raps With Us About Project Rap Rabbit (Jeremy Parish / USGamer) "The rumored collaboration between Parappa the Rapper creator Masaya Matsuura and Elite Beat Agents designer Keiichi Yano came to light last week. Despite an awkward start for its Kickstarter campaign, the duo's venture—currently known as Project Rap Rabbit—nevertheless seems promising."
A Thousand Tiny Tales: Emergent Storytelling in Slime Rancher (Nick Popovich / GDC / YouTube) "In this 2017 GDC session, Slime Rancher designer Nick Popovich explains how the slime's vibrant, unpredictable behavior is the game's "secret sauce", and how that behavior is crafted from surprisingly simple systems."
How Dr. J and Larry Bird Helped Build a Video Game Empire (Patrick Sauer / Vice Sports) "This year, Electronic Arts celebrates its 35th anniversary. They might not have gotten there without the groundbreaking game 'One-on-One: Dr. J. vs. Larry Bird.'"
Inside Frank Cifaldi's Mission To Save Gaming's History (Ben Hanson / Game Informer / YouTube) "In this excerpt from The Game Informer Show podcast, The Video Game History Foundation's Frank Cifaldi talks to Ben Hanson about the purpose and extreme challenges behind preserving as much video game history as possible before its gone forever. [ SIMON'S NOTE: I'm on the board of the VGHF, and it is 'a very good thing'. Please back us on Patreon, thanks!]
Designer Notes 27: Lucas Pope (Adam Saltsman / Idle Thumbs) "In this [podcast] episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews."
An Independent Interplay Takes on Tolkien (Jimmy Maher / DigiAntiquarian) "When Brian Fargo made the bold decision in 1988 to turn his company Interplay into a computer-game publisher as well as developer, he was simply steering onto the course that struck him as most likely to insure Interplay’s survival."
Veteran game developers reveal their childhood creations (Richard Moss / Polygon) "When Oliver Franzke was eight years old, his parents bought an East German knockoff of the Commodore 64 called the Kleincomputer 85/4. He started to learn the programming language BASIC on it in between sessions on a friend's C64 playing LucasArts' adventure game Zak McKracken."
Gaming Through New Eyes (Dansg08 / YouTube) "This is a short documentary about Toby Ott, a man who was born with Bilateral Anopthalmia, or in other words, without eyes. This didn't stop him from discovering the medium of video games, and his childhood interest grew into a lifelong passion. This is a whole new perspective on video games, from the imagination of someone who has never known what it is to have sight."
Reissues shouldn’t be limited to the hits we already know (Ryan Payton / Polygon) "The act of preserving and appreciating the history of games doesn’t rest only on the shoulders of fans and journalists; platform holders and IP owners carry a unique responsibility to propagate games from the past."
7 Japanese RPGs game developers should study (Stefanie Fogel / Gamasutra) "The Japanese role-playing game is one of the most enduring video game genres, and there are myriad good lessons to be learned from the classic JRPG formula. With that in mind, we reached out to some game makers and asked them to name some JRPGs that they believe all developers should study."
The cancelled Prey 2 had an incredible plot twist (Here’s A Thing / Eurogamer / YouTube) "Chris Bratt investigates the Prey 2 we never played, sharing the game's plot twist, ending and unannounced features."
After Eight Years, One Developer's Dream Project Is Finally on Steam (Patrick Klepek / Waypoint) "Eight years ago, Ben Johnson had graduated college and needed something on his resume. Johnson decided to make a game. The Australian programmer figured it would take a few months to make his mixture of Diablo, Grand Theft Auto 2 (the overhead one), and an obscure indie shooter named Soldat. It took much longer."
Why PlayerUnknown's Battlegrounds' Violence is Important (Writing on Games / YouTube) "In this episode of Writing on Games I discuss PlayerUnknown's Battlegrounds; one of the most meaningfully violent games I've played in a long time. Let's take a look at how the game's design forces you to examine multiplayer violence in a new light."
Game Design Deep Dive: Creating tension in Card Thief (Arnold Rauers / Gamasutra) "Card Thief tries to create the experience of being a thief who sneaks into a castle, steals the objective, and escapes the building without being seen. While series like the original Thief or Metal Gear Solid have taken on the stealth genre mainly in the 3D space, I wanted to create a card-based version of the same concept."
Meet the dad who quit his job to run a Minecraft server for autistic kids (Luke Winkie / PC Gamer) "The rules of Autcraft are simple. No bullying, no griefing, no stealing. There's a survival arena and a hide-and-seek minigame module, all under the watchful eyes of a small cabal of moderators. Stuart "AutismFather" Duncan is always a private message away."
Owlboy: The Motivational Power of Inspiration (Simon Stafsnes Andersen / GDC / YouTube) "In this 2017 GDC session, D-Pad Studio's Simon Stafsnes Andersen talks about the 9-year development cycle of Owlboy and explains how the team was able to stay inspired working on one game for 9 years, and shares lessons to help developers stay inspired with their game ideas until they're complete."
Why do devs love Slack, and how do they get the most out of it? (Chris Priestman / Gamasutra) "It seems like the majority of people working in or with small and middle-sized game studios and teams use the cloud-based chat app these days. Put a call out to game developers asking which of them use Slack and you will get a lot of responses."
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[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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knight-otu · 7 years
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Toady's Devlog for 04/20/2017
Toady One, from the Dwarf Fortress Development Log:
It was a hectic-not-DF-wise week with city trips and family visitors, so there's not much to report.  Continuing to handle fort expedition problems, and started a bit on the random promises list, with some XML additions as well as making the next release a little easier on utility makers in terms of finding global variable addresses.  There are still four unresolved expedition issues, but then hopefully we can get started on fort artifact diplomacy!           Chris Bratt of Eurogamer made a video regarding the cat tavern bug.  That page also includes the longer audio interview.  Dan Pearson of Eurogamer (who interviewed me last year) also posted a DF article.
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jamesroseuk · 7 years
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Liked on YouTube: Did Nintendo download a Mario ROM and sell it back to us? - Here's A Thing
Did Nintendo download a Mario ROM and sell it back to us? - Here's A Thing On this week's Here's A Thing, Chris Bratt (@bratterz) looks into the possibility that Nintendo downloaded a Super Mario Bros. ROM from the Internet and then sold it back to us. Subscribe to Eurogamer - http://www.youtube.com/subscription_center?add_user=eurogamer For the latest video game reviews, news and analysis, check out http://ift.tt/Iu27Q5 and don't forget to follow us on Twitter: http://twitter.com/eurogamer via YouTube https://youtu.be/zR1uEwjx7VI
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techholo · 7 years
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New Post has been published on https://www.techholo.com/2017/01/23/did-nintendo-actually-sell-us-a-mario-rom-on-the-virtual-console/
Did Nintendo actually sell us a Mario ROM on the Virtual Console?
Is the Super Mario Bros. available on Nintendo’s Virtual Console store a pirated game? There’s some solid evidence to support such a claim, and Eurogamer runs through it in the video above.
Using a hacked Wii console, someone dug around in the hex files of the ROM file the Virtual Console store uses for Super Mario Bros. and found something surprising – a piece of header text called an iNES header. As Eurogamer‘s Chris Bratt explains, this header is part of a file format used in some of the earliest Nintendo emulator. Eurogamer was able to verify both that these headers do indeed exist in the Virtual Console version of the game and that the game in question is identical to earlier, pre-VC versions of the Super Mario Bros. ROM.
Woof.
Nintendo denies that they’re using a ROM downloaded from the internet. Marat Fayzullin, the creator of that iNES emulator, says however that both the version of the cartridge and the dumping method involved will often introduce some minute…
Continue reading on TechnoBuffalo… Source: TechnoBuffalo
Disclaimer: All photos and content are under the right of TechnoBuffalo.
#Nintendo, #Online_Piracy, #Super_Mario_Bros, #TechnoBuffalo, #Virtual_Console
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entergamingxp · 4 years
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Dwarf Fortress’ updated map is a whole new world • Eurogamer.net
Shining, shimmering, splendid.
Work on the hotly-anticipated enhanced version of Dwarf Fortress continues. Now we have our first look at its updated map.
Here’s the classic map, displayed using ASCII symbols.
“This particular world is a medium sized 129×129 one (currently you can make a large world at 257×257, down to a pocket world at 17×17),” developer Tarn Adams said in a post on Dwarf Fortress’ Steam page.
“If you haven’t played before, even from the ASCII image, you can probably tell what is water versus land, and that the top is the icy part. And maybe find some trees and deserts. However, some of the other symbols are likely more difficult to distinguish, or maybe it just looks entirely unreadable.”
And here’s the work-in-progress graphical map of the same world:
“The image is larger and square since we’ve moved from 8×12 ASCII glyphs to 16×16 tiles,” Adams explained. “There’s still quite a bit to do with river mouths and wetlands and oceans and mountains and trees and so on, of course. But we’ve arrived at a point where it accomplishes the goal of making the world map more easily understood and thought it would be fun to share.”
The infamously complex but brilliant “infinite possibilities” simulation game, which has been worked on for over 16 years, finally launches on Valve’s platform as a lifetime “living” project by brothers Tarn and Zach Adams. It’ll include new art, music, Steam features and… graphics!
If you’re unfamiliar with Dwarf Fortress, be sure to read Dan Pearson’s wonderful feature, Learning to love Dwarf Fortress, gaming’s deepest simulation. And of course ex-Eurogamer video person Chris Bratt did an episode of Here’s A Thing about Dwarf Fortress and cats, which is well worth a watch.
from EnterGamingXP https://entergamingxp.com/2020/05/dwarf-fortress-updated-map-is-a-whole-new-world-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=dwarf-fortress-updated-map-is-a-whole-new-world-%25e2%2580%25a2-eurogamer-net
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entergamingxp · 4 years
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Bannerlord claims biggest Steam launch of year so far • Eurogamer.net
Almost eight years after it was first announced, Mount and Blade 2: Bannerlord finally arrived via Steam Early Access yesterday.
The medieval action role-player is doing well, too. Developer Taleworlds has trumpeted some impressive concurrent player numbers – enough, it says, to make it Steam’s biggest launch this year.
#Bannerlord has over 145,000 concurrent players right now. It took 100 minutes to reach 100,000. +1250 reviews on Steam, 88% of them positive, in just 3 hours.
All these numbers make already @Mount_and_Blade II: Bannerlord the biggest launch in Steam in 2020.
THANK YOU
— Mount & Blade (@Mount_and_Blade) March 30, 2020
These numbers have only grown over the past day, with upwards of 200,000 people now playing at the time of writing.
If you’re not familiar with Mount and Blade, it’s a swords and shields battler with no fantasy elements where you build up an army of soldiers and go besiege castles.
Here’s some guy named Chris Bratt having a look at it for Eurogamer nearly three years ago:
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from EnterGamingXP https://entergamingxp.com/2020/03/bannerlord-claims-biggest-steam-launch-of-year-so-far-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=bannerlord-claims-biggest-steam-launch-of-year-so-far-%25e2%2580%25a2-eurogamer-net
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entergamingxp · 4 years
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Sega Europe introducing 100% recyclable packaging for all its physical PC games • Eurogamer.net
Starting with the next Total War release.
Starting with the launch of Total War: Rome II – Enemy at the Gates Edition on 6th February, all Sega Europe’s future physical PC releases will feature fully recyclable packaging.
It’s the continuation of an initiative started in conjunction with Sports Interactive last year, which saw Football Manager 2020’s physical edition switch from plastic to what the developer called the “most environmentally friendly packaging we’ve been able to put together”.
That packaging featured “reinforced, 100% recycled gatefold cardboard sleeve, made with 100% recycled fibres”, a recycled paper manual, vegetable and water-based ink, and recyclable shrink wrap. The result was an entirely recyclable package that, as outlined in Sports Interactive’s blog at the time, had the potential to make other environmental savings too.
Football Manager 2020’s cardboard packaging, as modelled by People Make Games’ Chris Bratt.
Sega’s physical release of Total War: Rome II – Enemy at the Gates Edition will make use of the same material, and the company says, “Our estimations with regards to Football Manager 2020 suggested we’d save up to 20 tonnes of plastic packaging for that title alone, so taking this step for the rest of our PC portfolio would see that saving rise exponentially”.
As part of today’s announcement, Sega Europe wrote, “We’d like to reiterate Miles’ plea from September 2019 to the entertainment industries to investigate similar packaging solutions, across movies, games and music so we can collectively observe a drastic reduction in the production of plastic packaging and its associated waste and pollution, over the coming years.”
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Those curious to know the complexities behind the recycling of a traditional plastic game box might consider watching People Make Games’ investigation into that very subject, presented by former Eurogamer video man Chris Bratt.
from EnterGamingXP https://entergamingxp.com/2020/01/sega-europe-introducing-100-recyclable-packaging-for-all-its-physical-pc-games-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=sega-europe-introducing-100-recyclable-packaging-for-all-its-physical-pc-games-%25e2%2580%25a2-eurogamer-net
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entergamingxp · 4 years
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Hearthstone player Blizzard banned has no regrets over Hong Kong protest • Eurogamer.net
“Sometimes it’s a must-do thing.”
Blizzard’s decision to ban a pro-Hong Kong Hearthstone player who staged a mid esports match protest made headlines in October last year. Now, in a new People Make Games interview, Blitzchung has said he has no regrets for speaking up – that it was simply something he had to do.
Last October, a huge backlash erupted after Blizzard banned Blitzchung and fired the casters he had been streaming with. After enormous internal and external pressure, the developer eventually issued something of a backtrack before an outright apology at BlizzCon – but the damage had been done.
A copycat incident was followed by a full-on anti-Blizzard protest at BlizzCon 2019, as Blizzard lost corporate sponsorship money and US politicans got involved. The fallout was felt around the industry, while fans acted to turn Blizzard’s own characters into protest symbols.
It was a big deal, in other words.
But amongst all of that, the person at the centre of it all – Blitzchung – has largely remained silent.
What does he think of it all now? Does he regret it? (No, he does not.)
Asking the questions is People Make Games’ Chris Bratt, who went to Hong Kong to find out how Blitzchung coped in the spotlight, and to hear his thoughts on it all now.
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from EnterGamingXP https://entergamingxp.com/2020/01/hearthstone-player-blizzard-banned-has-no-regrets-over-hong-kong-protest-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=hearthstone-player-blizzard-banned-has-no-regrets-over-hong-kong-protest-%25e2%2580%25a2-eurogamer-net
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symbianosgames · 7 years
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a great GDC video about storytelling in Slime Rancher, the surprising plot of Human Head's canned Prey 2, and a 'design deep dive' into mobile standout Card Thief.
After being a bit thin on the ground in recent weeks, pleased to see that videos again make up about half of the picks for this week's VGDC. One of the points of curating this newsletter is to look beyond Let's Plays (although I've been very much enjoying BaerTaffy's Dead Cells playthroughs!), and so the larger, more contemplative analysis videos only pop up every few weeks. And at once, apparently! If you have YouTube channels that you think I'm missing, hit me up, and otherwise - enjoy the picks again.
- Simon, curator.]
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Writing The Next Dragon Age (Tom Phillips / Eurogamer) "Last September, Fallen London and Sunless Sea creator Alexis Kennedy announced his signing to a mysterious BioWare project - one which would see him working alongside Dragon Age mastermind Mike Laidlaw and lead Dragon Age scribe Patrick Weekes. To BioWare watchers, it was obvious what project the writer was joining."
Do Games Still Need Experience? (HeavyEyed / YouTube) "Experience Systems are one of the cornerstones of gaming, but has the medium outgrown them? Let's talk about it."
'Far Cry 5' Is About Living Under Fear in America (Austin Walker / Waypoint) "Pressure. Dan Hay, creative director and executive producer of Far Cry 5, is standing in front of a TV displaying the word pressure, written out in all caps. PRESSURE. He's telling a room of games journalists about the game he's wanted to make since the 2008 recession, one that engaged with the rise of rural, American militias during Obama's presidency."
Blizzard on hero design, balance, and the future of Overwatch (Bo Moore / PC Gamer) "Overwatch is currently celebrating the anniversary in-game with a three-week commemorative event, featuring 11 new legendary skins, three new arena maps, a handful of balance changes, and a pile of other cosmetics. To mark the occasion, we chatted with game director Jeff Kaplan and principal director Geoff Goodman about the past, present, and future of Blizzard's mega-hit FPS."
Love, Peace, Revenge, and Crowdfunding: Keiichi Yano Raps With Us About Project Rap Rabbit (Jeremy Parish / USGamer) "The rumored collaboration between Parappa the Rapper creator Masaya Matsuura and Elite Beat Agents designer Keiichi Yano came to light last week. Despite an awkward start for its Kickstarter campaign, the duo's venture—currently known as Project Rap Rabbit—nevertheless seems promising."
A Thousand Tiny Tales: Emergent Storytelling in Slime Rancher (Nick Popovich / GDC / YouTube) "In this 2017 GDC session, Slime Rancher designer Nick Popovich explains how the slime's vibrant, unpredictable behavior is the game's "secret sauce", and how that behavior is crafted from surprisingly simple systems."
How Dr. J and Larry Bird Helped Build a Video Game Empire (Patrick Sauer / Vice Sports) "This year, Electronic Arts celebrates its 35th anniversary. They might not have gotten there without the groundbreaking game 'One-on-One: Dr. J. vs. Larry Bird.'"
Inside Frank Cifaldi's Mission To Save Gaming's History (Ben Hanson / Game Informer / YouTube) "In this excerpt from The Game Informer Show podcast, The Video Game History Foundation's Frank Cifaldi talks to Ben Hanson about the purpose and extreme challenges behind preserving as much video game history as possible before its gone forever. [ SIMON'S NOTE: I'm on the board of the VGHF, and it is 'a very good thing'. Please back us on Patreon, thanks!]
Designer Notes 27: Lucas Pope (Adam Saltsman / Idle Thumbs) "In this [podcast] episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews."
An Independent Interplay Takes on Tolkien (Jimmy Maher / DigiAntiquarian) "When Brian Fargo made the bold decision in 1988 to turn his company Interplay into a computer-game publisher as well as developer, he was simply steering onto the course that struck him as most likely to insure Interplay’s survival."
Veteran game developers reveal their childhood creations (Richard Moss / Polygon) "When Oliver Franzke was eight years old, his parents bought an East German knockoff of the Commodore 64 called the Kleincomputer 85/4. He started to learn the programming language BASIC on it in between sessions on a friend's C64 playing LucasArts' adventure game Zak McKracken."
Gaming Through New Eyes (Dansg08 / YouTube) "This is a short documentary about Toby Ott, a man who was born with Bilateral Anopthalmia, or in other words, without eyes. This didn't stop him from discovering the medium of video games, and his childhood interest grew into a lifelong passion. This is a whole new perspective on video games, from the imagination of someone who has never known what it is to have sight."
Reissues shouldn’t be limited to the hits we already know (Ryan Payton / Polygon) "The act of preserving and appreciating the history of games doesn’t rest only on the shoulders of fans and journalists; platform holders and IP owners carry a unique responsibility to propagate games from the past."
7 Japanese RPGs game developers should study (Stefanie Fogel / Gamasutra) "The Japanese role-playing game is one of the most enduring video game genres, and there are myriad good lessons to be learned from the classic JRPG formula. With that in mind, we reached out to some game makers and asked them to name some JRPGs that they believe all developers should study."
The cancelled Prey 2 had an incredible plot twist (Here’s A Thing / Eurogamer / YouTube) "Chris Bratt investigates the Prey 2 we never played, sharing the game's plot twist, ending and unannounced features."
After Eight Years, One Developer's Dream Project Is Finally on Steam (Patrick Klepek / Waypoint) "Eight years ago, Ben Johnson had graduated college and needed something on his resume. Johnson decided to make a game. The Australian programmer figured it would take a few months to make his mixture of Diablo, Grand Theft Auto 2 (the overhead one), and an obscure indie shooter named Soldat. It took much longer."
Why PlayerUnknown's Battlegrounds' Violence is Important (Writing on Games / YouTube) "In this episode of Writing on Games I discuss PlayerUnknown's Battlegrounds; one of the most meaningfully violent games I've played in a long time. Let's take a look at how the game's design forces you to examine multiplayer violence in a new light."
Game Design Deep Dive: Creating tension in Card Thief (Arnold Rauers / Gamasutra) "Card Thief tries to create the experience of being a thief who sneaks into a castle, steals the objective, and escapes the building without being seen. While series like the original Thief or Metal Gear Solid have taken on the stealth genre mainly in the 3D space, I wanted to create a card-based version of the same concept."
Meet the dad who quit his job to run a Minecraft server for autistic kids (Luke Winkie / PC Gamer) "The rules of Autcraft are simple. No bullying, no griefing, no stealing. There's a survival arena and a hide-and-seek minigame module, all under the watchful eyes of a small cabal of moderators. Stuart "AutismFather" Duncan is always a private message away."
Owlboy: The Motivational Power of Inspiration (Simon Stafsnes Andersen / GDC / YouTube) "In this 2017 GDC session, D-Pad Studio's Simon Stafsnes Andersen talks about the 9-year development cycle of Owlboy and explains how the team was able to stay inspired working on one game for 9 years, and shares lessons to help developers stay inspired with their game ideas until they're complete."
Why do devs love Slack, and how do they get the most out of it? (Chris Priestman / Gamasutra) "It seems like the majority of people working in or with small and middle-sized game studios and teams use the cloud-based chat app these days. Put a call out to game developers asking which of them use Slack and you will get a lot of responses."
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[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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